#include "irr_v3d.h"
#include "util/string.h"
+#define PSEUDORANDOM_MAX 32767
+
extern FlagDesc flagdesc_noiseparams[];
class PseudoRandom
{
m_next = seed;
}
- // Returns 0...32767
+ // Returns 0...PSEUDORANDOM_MAX
int next()
{
m_next = m_next * 1103515245 + 12345;
- return((unsigned)(m_next/65536) % 32768);
+ return((unsigned)(m_next/65536) % (PSEUDORANDOM_MAX + 1));
}
int range(int min, int max)
{
- if(max-min > 32768/10)
+ if (max-min > (PSEUDORANDOM_MAX + 1) / 10)
{
//dstream<<"WARNING: PseudoRandom::range: max > 32767"<<std::endl;
assert(0);
float *perlinMap2D(float x, float y, float *persistence_map=NULL);
float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL);
+ inline float *perlinMap2D_PO(float x, float xoff, float y, float yoff,
+ float *persistence_map=NULL)
+ {
+ return perlinMap2D(
+ x + xoff * np.spread.X,
+ y + yoff * np.spread.Y,
+ persistence_map);
+ }
+
+ inline float *perlinMap3D_PO(float x, float xoff, float y, float yoff,
+ float z, float zoff, float *persistence_map=NULL)
+ {
+ return perlinMap3D(
+ x + xoff * np.spread.X,
+ y + yoff * np.spread.Y,
+ z + zoff * np.spread.Z,
+ persistence_map);
+ }
+
private:
void allocBuffers();
void resizeNoiseBuf(bool is3d);
};
+float NoisePerlin2D(NoiseParams *np, float x, float y, int seed);
+float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int seed);
+
+inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
+ float y, float yoff, int seed)
+{
+ return NoisePerlin2D(np,
+ x + xoff * np->spread.X,
+ y + yoff * np->spread.Y,
+ seed);
+}
+
+inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
+ float y, float yoff, float z, float zoff, int seed)
+{
+ return NoisePerlin3D(np,
+ x + xoff * np->spread.X,
+ y + yoff * np->spread.Y,
+ z + zoff * np->spread.Z,
+ seed);
+}
+
// Return value: -1 ... 1
float noise2d(int x, int y, int seed);
float noise3d(int x, int y, int z, int seed);
float contour(float v);
-#define NoisePerlin2D(np, x, y, s) \
- ((np)->offset + (np)->scale * noise2d_perlin( \
- (float)(x) / (np)->spread.X, \
- (float)(y) / (np)->spread.Y, \
- (s) + (np)->seed, (np)->octaves, (np)->persist))
-
-#define NoisePerlin2DNoTxfm(np, x, y, s) \
- (noise2d_perlin( \
- (float)(x) / (np)->spread.X, \
- (float)(y) / (np)->spread.Y, \
- (s) + (np)->seed, (np)->octaves, (np)->persist))
-
-#define NoisePerlin2DPosOffset(np, x, xoff, y, yoff, s) \
- ((np)->offset + (np)->scale * noise2d_perlin( \
- (float)(xoff) + (float)(x) / (np)->spread.X, \
- (float)(yoff) + (float)(y) / (np)->spread.Y, \
- (s) + (np)->seed, (np)->octaves, (np)->persist))
-
-#define NoisePerlin2DNoTxfmPosOffset(np, x, xoff, y, yoff, s) \
- (noise2d_perlin( \
- (float)(xoff) + (float)(x) / (np)->spread.X, \
- (float)(yoff) + (float)(y) / (np)->spread.Y, \
- (s) + (np)->seed, (np)->octaves, (np)->persist))
-
-#define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \
- noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
- (float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist))
-
-#define NoisePerlin3DEased(np, x, y, z, s) ((np)->offset + (np)->scale * \
- noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
- (float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, \
- (np)->persist, true))
-
#endif